< GGXRD-R2 | Patch Notes
System Changes
- Air blitz: Fixed a bug where doing blitz before landing would not take meter
Sol
- Forward dash: Acceleration increased, including the Dragon Install version.
- 6H: Force crouch on hit. Knock back reduced.
- Pushbox expanded forward.
- Volcanic Viper (DI version): screen shake increased on first hit.
- Ground S Volcanic Viper: First part of 2nd hit's hitbox size increased overall.
- Untech time increased on 2nd hit.
- Ground S Volcanic Viper (DI version): First part of 2nd hit's hitbox size increased overall.
- Air Bandit Revolver: added horizontal knock back.
- 2nd hit starts up earlier, more active frames, recovery is unchanged.
- Does not do 2 hits on the later part if the move any longer.
- Wild throw: RC buffer on hit increased, including DI version.
- Grand viper: the time before Sol moves forward was reduced.
- Startup and active frames unchanged.
- Added acceleration to the rushing part of the move.
- Added forward acceleration on the falling part of the move in DI.
- Fafnir (DI version): screen shake increased.
- PBB: screen shake increased. Added RC buffer on hit.
Ky
- 6H: 2nd hit changed to regular hitstun. Pushback on block increased on 2nd hit
- j.D: Moved the grinder set location lower, this affects the hitbox.
- Lower hitbox smaller
- Ground Stun Edge (Fortified version): hitstop increased
- Greed sever: Pushback on block decreased. Hitbox size decreased overall.
- Lower hurtbox increased. Ground bounce height lowered.
- Changed the timing where ky starts falling downwards and the fall speed.
- Air duration and recovery is unchanged
- Air vapor thrust: H version given horizontal knock back
- Grinder: vetical hitbox when it strengthens a stunedge increased.
May
- 2S: gatlings into 3K
- 3K: moves forward faster.
- Deceleration starts earlier, overall slower movement
- j.D: counter hit untech time increased.
- Horizontal knock back on counter hit decreased
- S vertical dolphin: hurtbox during the upwards movement decreased.
- Bounce back when the downward moving parts hits decreased.
- Downward part changed to regular hitstun
- H vertical dolphin: Bounce back when the downward moving parts hits decreased
- Ensenga?: First hit on the rising portion is an overhead.
- Startup on the first hit decreased.
- Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
- First hit lower hitbox increased.
Millia
- 6P:* gatling into 6H added.
- Badmoon (above minimum height): hit count increases with height
- Forward speed increased
- Damage reduced
- Hitstop reduced
- Untech time reduced
- Ground bounces on hit and knocks away
- Regular hitstun on ground hit
- Silent force: can pick up pin with roll and 2nd roll follow up
- Emerald rain: forced proration added
- Wall bounce decreased
- Height, speed and knock back of projectiles changed
- Chroming Rose: Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose
- Turbofalls speed and startup are faster in chroming rose
Zato
- 2K: gatling into 5D added
- f.S: gatling into 6H added
- 6H: horizontal knock back on hit increased
- Horizontal knock back on counter hit increased slightly
- j.S: jump cancelable
- Eddie unsummon: doesn't take Eddie meter if you release P, K or S while unsummoning
- Dead Man's Hand: forward movement faster at the start, slower during active frames
- Lower hurtbox on start and active decreased
- Damned Fang: RC buffer on hit increased
- Drunken Shade: horizontal knock back increased, vertical knock back reduced
- Great white: hitbox influenced by time stop
- consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
- Attacks 3 times, depending on the amount of Eddie gauge left.
Potemkin
- j.D: fixed a bug where pot would not transition into landing.
- Heat knuckle: startup decreased
- Recovery on hit increased
- Forward Megafist: knocks downwards on air hit
- Potemkin Buster: RC buffer on hit increased
- ICPM: can combo after on RC
- Heavenly Potemkin Buster: RC buffer on hit increased
- Startup decreased
Chipp
- Pre standing animation: hurtbox in the back decreased
- Jump startup: hurtbox in the back decreased
- j.S: lower hitbox increased
- j.H: first hits vertical knock back decreased
- Air alpha blade: turns to face the opponent if the early part hits
- Ground beta blade: throw invul added
- Genrouzan/wall cling genrouzan: RC buffer on hit increased
- Wall cling alpha blade: hitstop increased
- Horizontal knock back increased, vertical knock back decreased
- Knocks opponent in the direction chipp is facing
- Horizontal movement decreased
- Zansei rouga: last hit horizontal knock back increased
- Last hit can be RCed
- Ryuu Yanagi: minimum damage reduced
Faust
- Going My Way: Pushbox while active removed
- Removed landing recovery after all hits land
- Hitbox and hurtbox altered
- Untech time increased
- Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
- Faust rises high up in the latter half of the move
- Teleport (from above): Faust falls faster
- Faust does not bounce off on hit
- Faust has no pushbox after hitting until he lands
- Hit type changed to ground bounce from regular hitstun
- Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
- The speed at which Faust bounces back on block or whiff was altered
- Pogo: Can cancel into followups earlier
- Pogo~K: Front hurtbox is smaller in the first half of the move, and wider in the second half
- Hitbox is wider
- Pogo~S: If YRCed, the flower comes out as a mid hitting projectile
- When done in the corner, the flower will still appear on stage
- Pogo~9: Buffer into Pogo~P/K/S/H/D extended
- Doctor Copter (Pogo~8): Startup is faster
- Stimulating Fists of Annihilation: RC buffer on hit increased
Axl
- 5K: Removed gatling into 2H
- 2P: Can cancel into f.S regardless of distance from the opponent
- 2K: Removed gatling into 2H
- 2S: Vacuums the opponent even on air block
- 2H: Special cancelable
- Startup increased, overall duration longer
- Normal hitstun on hit
- Attack level on first hit reduced
- Amount of RISC taken off by the first hit increased
- Added initial proration
- 2nd hit vacuums the opponent even on air block
- In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki
- 6P: Removed gatling into 2H
- 6K: Vacuums the opponent even on air block
- j.S: Vacuums the opponent even on air block
- j.6K: Vacuums the opponent even on air block
- j.2S: Added gatling into j.P
- Heaven Can Wait (Mid): Overall duration when not successful is longer, counter catch time is the same
- Overall duration on successful counter is shorter
- Vertical knock back increased, unaffected by the opponent's weight
- RC buffer on hit increased
- Heaven Can Wait (Low): RC buffer on hit increased
- Sparrowhawk Stance: Follow up attacks do not stay unblockable
- Sickle Storm: First hit horizontal knock back increased
- Second hit vertical knock back increased
- Axl takes longer to throw the sickle out, overall duration unchanged
- The above mentioned part's hitbox is widens backwards
- Fixed a bug where the opponent would be stuck in a block animation
- Shark Strike: Vacuums the opponents even on air block
Venom
- j.S: Lowered damage
- j.H: Lowered damage
- j.D: Lowered damage
- Stinger Aim: First hit builds more RISC on block, second hit builds the same amount as before
- Carcass Raid: First hit builds more RISC on block, second hit builds the same amount as before
- S Double Head Morbid: The hitbox on the interior portion is widened backwards
- Launches balls upwards on contact, which then bounce off the ceiling and the ground
- Ball speed increased
- H Double Head Morbid: The hitbox on the interior portion is widened backwards
- Knock back increased on block
- Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
- Ball speed increased
- QV: Screen shake added right before active frames
- The hitbox on the inner portion is larger behind
- Dark Angel: Chip damage increased
Slayer
- 5P: Attack level increased
- 2K: Damage increased
- Knockback reduced
- 2S: Damage increased
- 6K: Once the K button is released, you cannot do the feint
- Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
- 6H: Cancel window extended
- Bloodsucking Universe: RC buffer on hit increased
- Whiffing a special does not end the CH buff state
- If you land a bite while in the CH buff state, the new buff will last longer
- Time during cinematics no longer counts to the CH buff timer
I-No
- Air Dash after 663: Special cancelable
- f.S: Startup faster, recovery reduced
- Hitbox larger in every direction other than behind
- f.S>6S: recovery reduced
- Hitbox larger in every direction other than downwards
- 2D: Startup faster
- j.S: Hitbox larger behind
- j.H: recovery shorter
- Ground Note: Up and Down inputs affect the movement of the note more
- S Stroke The Big Tree: stagger time increased
- P Sultry Performance: Minimum height added
- If the attack hits at the same time I-no lands, she bounces backwards
- Max charge ground bounces on hit
- The bounce back after the attack lands can be cancelled into Fortissimo
- K Sultry Performance: Minimum height added
- S Sultry Performance: Minimum height added
- H Sultry Performance: Standardized the speed I-no moves during the active frames
- I-no now has a pushbox during the active frames
- Landing recovery reduced, max charge version has no landing recovery
- Knock back increased
- Air Vertical Chemical Love: When done during the air dash after 663, the trajectory is altered
Bedman
- Forward Dash: Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
- 1/2/3H: Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
- 6P: Untech time increased on counter hit
- 6H (followup): Startup slower
- First hit's knock back decreased
- Only the first hit is special cancelable
- Ground Blitz Shield: Return position of Task A and Task A' altered while doing Blitz on the ground
- Task B: Hitbox and hurtbox on the lower portion increased
- Return position of Task A and Task A' altered
- Ground Task B: Startup faster
- The initial speed is fast, but it decelerates as the move goes on
- Ground Task C: If RCed in the air, Bedman has air actions and will face the opponent
- Dejavu: Damage increased on all dejavu moves other than air icon Dejavu B.
- Various Air Dejavus: Minimum height increased
- Landing recovery decreased
- Hemijack: Overall duration shortened
- Made it hard to build meter while Hemijack is active
- Hemijack (projectile): Cannot hit grounded opponents
- Appears directly above the opponent
- Destroyed after taking 3 attacks
- Hitbox and hurtbox changed
Ramlethal
- f.S(sword): cancels into forpelli in stylish mode on auto combo
- f.S(no sword): cancels into martelli in stylish mode on auto combo
- 2D: cancels into martelli in stylish mode on block auto combo
- Ground/air throw: distance opponent lands after throw reduced
- Various sword sets: when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
- PPK, KPK: increased attack level
- Increased knock back on block
- PK4K, KK4K, K4K: decreased upper hurtbox before the attack
- Dauro: accepts buffer inputs.
- Dauro (just frame): forced proration removed
- Flama Cargo: easier to carry dash momentum before the active frames
- RC buffer on hit increased
- Cassius: hitbox on the back right after startup larger
- Martelli: can do this move when S sword is set. Slower startup than equipped version.
- Knocks away on ground hit.
- Untech time increased
- Forpelli: can do this move when H sword is set. Slower startup than equipped version.
- Explode: RC buffer on hit increased
Sin
- 5H (2nd hit): Changed knock back to a horizontal one, pulls the opponent in (vacuums)
- Has vertical knock back on counter hit
- Knocks down (where they fall forward (probably face down kd)) on air hit
- 6H: Knock back decreased
- 2D: Startup reduced
- Ground Beak Driver: Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged
- Charged version charged faster
- I'm Sure I'll Hit Something: All hits untech time normalized to be the same as the final hits untech time
- Bull Bash: Startup reduced
- Elk Hunt: Hitbox of the beginning part of the attack made taller
- Air Beak Driver: Hitbox and hurtbox at the start of the 2nd hit increased
Elphelt
- 2S: Vertical knock back decreased
- Added gatling into 2H
- 2H: First hit's vertical knock back decreased
- 6P: knock back decreased
- j.D: Vertical knock back on counter hit increased
- When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
- j.D (RCed just before active): Made it possible to hit crouchers
- Lower hitbox increased
- Ground Bridal Express: Made it so that it will always knock the opponent forward
- Miss Confire: Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
- Miss Travailler Demolish (shotgun grab): Cancelable into Miss Confire
- Judge Better Half: Knock back on the latter half of the active frames increased
- RC Buffer for after the cinematic increased
- Genoverse: The hitbox right at the beginning of startup is extended forward
Leo
- f.S~P: Can YRC when it guard points a move
- 5H~P: Can YRC when it guard points a move
- 6P: Hitstop on armor reduced, start up varies based on the timing it armored a move
- j.D: Hits 3 times
- Along with the above change, it's performance is changed entirely
- When cancelled after making contact with the opponent, Leo will turn to face the opponent
- air throw: Leo falls slower
- S Graviert Würde: YRC window increased
- S Eisen Sturm: Horizontal movement increased on the rising portion
- 1st hit active frames reduced
- 2nd hit vertical knock back increased, horizontal knock back decreased
- 2nd hit untech time increased
- H Eisen Sturm: 1st hit active frames reduced
- Vertical knock back on later active frames decreased
- Brynhildr Stance: Buffer on everything other than dashes increased
- Leidenschaft Dirigent: Cinematic animation switched to 4th or 5th hit
Johnny
- j.D: Cancel window larger
- Mist Finer Stance: Time to buffer ground dash increased
- Mist Finer Air dash overall duration decreased
- Mist Finer Dash can be canceled into Mist Finer
- Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
- Mist Finer: The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
- Ground Zweihander: The timing on the jump is later when the follow up input is used
- Projectile hitbox larger
- Air Zweihander: Projectile hitbox larger
- That's My Name: RC buffer on hit increased
Jack-O
- Elysion Driver (6D): RC Buffer on hit increased
- Hunger of Dopoulos (4D/Meterless Version): Startup reduced
- The direction and the timing the opponent gets knocked back on hit cannot be controlled
- Hunger of Dopoulos (4D/Metered Version): RC buffer on hit increased
- Ghost Pick Up: Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
- After a certain amount of time, the ghost you are hold starts to regenerate health
- The time until the next servant spawns for the ghost you're holding is decreased
- Ghost Throw: Damage increases with Ghost levels
- After throwing the ghost, the time until the next servant spawns is increased
- Servant: Fixed a bug where more than 3 servants of a kind could be spawned
- K Servant: Depending on the level, the about of RISC taken away on hit is reduced
- Organ Deployment: If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter
- Organ Followups: Clock Up, Explode, Aegis Field cooldowns shortened
- Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening
- Clock Up: Fixed a bug where the servants kept animating powering up even though they were at max level
- Forever Elysion Driver: RC buffer on hit increased
Raven
- Excitement: Does not decrease while Raven takes damage
- Fixed a bug where his excitement would not decreased during charged blitz
- Crouch: Hurtbox widened forward
- j.D: Untech time on 2nd hit reduced
- Air Grausam Impuls: If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
- Active frames reduced
- Landing recovery added if raven lands during the move, no landing recovery if move is completed
- Ground Scharf Kugel: Moves forward less, slowly rises
- Startup increased
- Active frames increased
Jam
- 5H: Can cancel into f.S regardless of distance from the opponent
- 6P: Knock back on the first hit decreased
- Knock back decreased
- j.S: Vertical knock back decreased
- Senri Shinshou: When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
- Hochifu~P: Cancels projectiles
- Renhoukyaku (super puffball): Overall duration increased, hitstop increased
- Advantage on block unchanged
- Bao Saishinshou: Fixed a bug where the animation on his changed based on the platform the game was running on